Some Things are Inevitable
2008 April 8
With my crazy work schedule right now, the creativity has been sucked out of my brain. So, I’ve been going back through my archives to find stuff that I intended to post and never finished.
Sometime last year, Yax posted a list of things which are inevitable. Here’s my list of additional laws:
- The DM will unveil a significant plot hook at the end of the night when everyone has had too much sugar/caffeine to have sufficient attention span to retain said important plot elements.
- The DM will roll dice for no reason.
- The wizard will either die early in the epic battle, or he will outlive everyone else and take down the Big Bad with a 1st Level spell.
- When characters have money to spend, they won’t be in a town with a sufficient marketplace to find what they want to buy. When they are in a town with a good market, they won’t have money to spend.
- When you really need to roll well, your dice will betray you.
- When players choose to cooperate with the DM and follow what they assume is the expected path, it will never be the path the DM wanted them to take.
- The one time the party doesn’t have a rogue is the one time they need one.
- Ditto for a cleric.
- When you finally find some awesome treasure, it will either be: a) useless to everyone in the party, like a cloak only usable by an outsider, or b) cursed, but no one in the party has a Remove Curse spell.
- You will stumble across undead when no one has any undead-appropriate spells memorized. (This may be related to #8).
- After you have finished equipping the party with mounts, you will suddenly be required to travel by sea on a boat that cannot accommodate your horses.
- The one time it would be useful to have a bird scout ahead, the ranger will forget s/he has an owl for an animal companion.
adding a caveat onto number 10:
When playing a high-seas swashbuckling campaign, you will still end up fighting skeletons who only take half damage from your piercing and slashing weapons